﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/FX_InverChromiLum" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }
    




fixed4 frag (v2f i) : COLOR
{
	
	float3 txt 	= tex2D(_MainTex,i.texcoord.xy).rgb;
	float3 col 	= txt/length(txt); 
	
	float lum 	= (txt.r+txt.g+txt.b)/3.;
	float rg	= atan2(txt.r,txt.g);	
	
	lum *= 6.28318; rg = rg*0.6366199;
	
	col = float3(rg*(.5+.5*cos(lum)),rg*.1, rg*(.5+.5*sin(lum)));
	
	return fixed4(col*2.,1.0);	
}
			
			ENDCG
		}
		
	}
}